public Equipment(string name, Characteristics characs, int armor, DmgDiap dmg, int type) { ModifCharacs = characs; Armor = armor; Damage = dmg; Name = name; Equipped = false; Type = type; }
public Person(Characteristics ch, string name, int race) { Name = name; Race = race; _level = 1; Exp = 0; Gold = 0; Characs = new Characteristics(ch.Strength, ch.Agility, ch.Stamina, ch.Intelligence, ch.Reaction, ch.Luck, ch.Rage, ch.OberegEvade, ch.OberegAnswer, ch.OberegLuck, ch.OberegCrit); Inventory = new List<Equipment>(); MaxHealth = Characs.Stamina * 5 + 10; MaxMana = Characs.Intelligence * 5; Damage = new DmgDiap {LowDmg = 1, HighDmg = Characs.Strength}; AirMastery = 0; ArmorMastery = 0; AstralMastery = 0; EarthMastery = 0; FireMastery = 0; NecroMastery = 0; SaintMastery = 0; WaterMastery = 0; WeaponMastery = 0; Armor = 0; Regen = Characs.Stamina / 3 + 1; ManaRegen = Characs.Intelligence / 5; WarRegen = Characs.Stamina / 9; WarManaRegen = Characs.Intelligence / 15; CurrHealth = MaxHealth; CurrMana = MaxMana; spellbook = new Spellbook(); if (race == (int)eTypeRace.Elf || race == (int)eTypeRace.Halffinger || race == (int)eTypeRace.Dwarf) spellbook.AddSpells(1, 1, "FireArrow"); }
public Equipment(string name) { ModifCharacs = new Characteristics(); Armor = 0; Damage = new DmgDiap(); Name = name; Equipped = false; Type = (int)eTypeThing.Empty; ModifCharacs = new Characteristics { Strength = 0, Agility = 0, Stamina = 0, Intelligence = 0, Reaction = 0, Luck = 0, Rage = 0, OberegEvade = 0, OberegAnswer = 0, OberegLuck = 0, OberegCrit = 0 }; }
public static void Start() { Console.WriteLine("Please, input Name:"); var name = Console.ReadLine(); Console.WriteLine("Please, choose a race!"); Console.ForegroundColor = ConsoleColor.White; Console.WriteLine("CHOOSE RACE!"); Console.WriteLine("A) Human"); Console.WriteLine("B) Orc"); Console.WriteLine("C) Dwarf"); Console.WriteLine("D) Elf"); Console.WriteLine("E) Halffinger"); Console.WriteLine("F) Troll"); Console.ResetColor(); var race = 0; do { var cki = Console.ReadKey(true); switch (cki.Key) { case ConsoleKey.A: race = 1; break; case ConsoleKey.B: race = 2; break; case ConsoleKey.C: race = 3; break; case ConsoleKey.D: race = 4; break; case ConsoleKey.E: race = 5; break; case ConsoleKey.F: race = 6; break; } } while (race == 0); var characs = new Characteristics(2, 2, 2, 2, 2, 2, 2); switch (race) { case (int)eTypeRace.Human: characs = new Characteristics(4, 3, 3, 3, 3, 3, 3, 0.05, 0.05, 0.05, 0.05); break; case (int)eTypeRace.Orc: characs = new Characteristics(5, 2, 4, 2, 2, 2, 5, 0.1, 0, 0, 0.1); break; case (int)eTypeRace.Dwarf: characs = new Characteristics(4, 2, 5, 3, 3, 3, 2, 0, 0.1, 0.1, 0); break; case (int)eTypeRace.Elf: characs = new Characteristics(3, 5, 3, 4, 3, 3, 2, 0.1, 0.05, 0.05, 0); break; case (int)eTypeRace.Halffinger: characs = new Characteristics(3, 3, 2, 4, 4, 4, 2, 0.05, 0, 0.05, 0.1); break; case (int)eTypeRace.Troll: characs = new Characteristics(4, 2, 5, 2, 3, 2, 4, 0, 0.1, 0, 0.1); break; } person = new Person(characs, name, race); }
public Person() { Characs = new Characteristics(); Inventory = new List<Equipment>(); }
public Enemy(int level) { byte[] values; do { var rand = new Random(); values = new byte[7]; rand.NextBytes(values); Characs = new Characteristics { Strength = values[0] % level + 1, Agility = values[1] % level + 1, Stamina = values[2] % level + 1, Intelligence = values[3] % level + 1, Reaction = values[4] % level + 1, Luck = values[5] % level + 1, Rage = values[6] % level + 1 }; } while (values[2] % (level + 1) == 0 || Rating() > (level + 1) || Rating() < (level/2)); Name = "Enemy"; MaxHealth = 10 + Characs.Stamina * 5; MaxMana = Characs.Intelligence * 5; Damage = new DmgDiap { LowDmg = 1, HighDmg = Characs.Strength }; Armor = 0; CurrHealth = MaxHealth; CurrMana = MaxMana; Exp = 0; }